Verse Library verse

01 Standalone

Toggles rectangular area lights when a button is pressed, enabling dynamic environmental mood control.

verse-library/rectangular-area-lights/01-standalone.verse

using { /Engine/Engine }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Devices }
using { /Engine/SceneGraph }

# This is our main script. It runs on the island.
# Think of it as the game director controlling the lights.
mood_lighting := class(creative_object):
    # We need to reference the button and the two lights.
    # These are "variables" that hold pointers to our actors.
    MoodButton: button_device = ?
    InterrogatorLight: creative_object = ?
    VibesLight: creative_object = ?

    # This function runs when the island starts.
    # It's like loading the map.
    OnBegin<override>()<suspends>: void =
        # First, we check if we actually have the button and lights.
        # If not, we stop and yell at the user (in logs).
        if MoodButton == ? or InterrogatorLight == ? or VibesLight == ?
            print("Error: Missing Button or Lights! Check your names.")
            return
        
        # Now, we tell the Button: "When you are pressed, run this code."
        # This is called "binding an event."
        MoodButton.OnButtonPressed.Bind<override>(
            func (pressed_button: button_device): void =

Sign in free to read the full source 🌴

This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.

Sign in with Discord

Comments

    Sign in to vote, comment, or suggest an edit. Sign in